Huge aberration, unaligned
- Armor Class
- 13 (natural armor)
- Hit Points
- 126 (11d12 + 55)
- Speed
- swim 50 ft., 0 ft.
- Challenge
- 9 (5,000 XP)
STR
23
+6
DEX
11
+0
CON
21
+5
INT
1
-5
WIS
10
+0
CHA
5
-3
- Skills
- Perception +4
- Senses
- blindsight 60 ft., passive Perception 14
Traits
Psychic Maelstrom.
Any creature that starts its turn within 15 feet of the shark must succeed on a DC 17 Wisdom saving throw or take 11 (2d10) psychic damage.
Regeneration.
The shark regains 10 hit points at the start of its turn. If the shark takes radiant damage or suffers a critical hit, this trait doesn't function at the start of its next turn. The shark dies only if it starts its turn with 0 hit points and doesn't regenerate.
Water Breathing.
The shark can breathe only underwater.
Actions
Bite.
Melee Weapon Attack: +10 to hit (with advantage if the target is a creature missing any hit points), reach 5 ft., one target. Hit: 22 (3d10 + 6) piercing damage, and if the target is a creature, it must succeed on a DC 17 Charisma saving throw or gain 1 level of exhaustion.